add zoom option to camera to work around the orthographic camera
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@ -413,7 +413,7 @@ void render(void) {
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}
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void draw_camera(Vec3 position, Vec3 direction, Vec3 up, float fov) {
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void draw_camera(Vec3 position, Vec3 direction, Vec3 up, float fov, float zoom) {
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bool const orthographic = fabsf(0.0f - fov) < 0.00001f;
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if (!orthographic && fov >= M_PIf)
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log_warn("Invalid fov given (%f)", (double)fov);
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@ -423,6 +423,10 @@ void draw_camera(Vec3 position, Vec3 direction, Vec3 up, float fov) {
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.pos = position,
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.target = direction,
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.up = up,
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.viewbox = {
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(Vec2){ 1/-zoom, 1/zoom },
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(Vec2){ 1/zoom, 1/-zoom }
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},
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};
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if (!orthographic)
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@ -439,7 +443,8 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
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float roll,
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float pitch,
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float yaw,
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float fov)
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float fov,
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float zoom)
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{
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bool const orthographic = fabsf(0.0f - fov) < 0.00001f;
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if (!orthographic && fov >= M_PIf)
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@ -460,6 +465,10 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
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yaws * pitchc,
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})),
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.up = (Vec3){0, 1, 0},
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.viewbox = {
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(Vec2){ 1/-zoom, 1/zoom },
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(Vec2){ 1/zoom, 1/-zoom }
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},
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};
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if (!orthographic)
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@ -59,15 +59,15 @@ Matrix4 camera_orthographic(const Camera *const camera) {
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Matrix4 result = {0};
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const float rl = 1.0f / (float)1;
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const float tb = 1.0f / (float)1;
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const float rl = 1.0f / (camera->viewbox[0].y - camera->viewbox[0].x);
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const float tb = 1.0f / (camera->viewbox[1].x - camera->viewbox[1].y);
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const float fn = -1.0f / (CAMERA_FAR_Z - CAMERA_NEAR_Z);
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result.row[0].x = 2.0f * rl;
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result.row[1].y = 2.0f * tb;
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result.row[2].z = 2.0f * fn;
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result.row[3].x = -(float)1 * rl;
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result.row[3].y = -(float)1 * tb;
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result.row[3].x = -(camera->viewbox[0].y + camera->viewbox[0].x) * rl;
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result.row[3].y = -(camera->viewbox[1].x + camera->viewbox[1].y) * tb;
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result.row[3].z = (CAMERA_FAR_Z + CAMERA_NEAR_Z) * fn;
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result.row[3].w = 1.0f;
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@ -13,6 +13,7 @@ typedef struct Camera {
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Vec3 target; /* normalized target vector */
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Vec3 up; /* normalized up vector */
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float fov; /* field of view, in radians */
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Vec2 viewbox[2]; /* othrographic aabb, ((left, right), (top, bottom)) */
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} Camera;
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Matrix4 camera_look_at(const Camera *camera);
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